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- /*************************************************************************/
- /* animated_sprite.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef ANIMATED_SPRITE_H
- #define ANIMATED_SPRITE_H
- #include "scene/2d/node_2d.h"
- #include "scene/resources/texture.h"
- class SpriteFrames : public Resource {
- GDCLASS(SpriteFrames, Resource);
- struct Anim {
- float speed;
- bool loop;
- Vector<Ref<Texture> > frames;
- Anim() {
- loop = true;
- speed = 5;
- }
- StringName normal_name;
- };
- Map<StringName, Anim> animations;
- Array _get_frames() const;
- void _set_frames(const Array &p_frames);
- Array _get_animations() const;
- void _set_animations(const Array &p_animations);
- Vector<String> _get_animation_list() const;
- protected:
- static void _bind_methods();
- public:
- void add_animation(const StringName &p_anim);
- bool has_animation(const StringName &p_anim) const;
- void remove_animation(const StringName &p_anim);
- void rename_animation(const StringName &p_prev, const StringName &p_next);
- void get_animation_list(List<StringName> *r_animations) const;
- Vector<String> get_animation_names() const;
- void set_animation_speed(const StringName &p_anim, float p_fps);
- float get_animation_speed(const StringName &p_anim) const;
- void set_animation_loop(const StringName &p_anim, bool p_loop);
- bool get_animation_loop(const StringName &p_anim) const;
- void add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos = -1);
- int get_frame_count(const StringName &p_anim) const;
- _FORCE_INLINE_ Ref<Texture> get_frame(const StringName &p_anim, int p_idx) const {
- const Map<StringName, Anim>::Element *E = animations.find(p_anim);
- ERR_FAIL_COND_V(!E, Ref<Texture>());
- ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
- if (p_idx >= E->get().frames.size())
- return Ref<Texture>();
- return E->get().frames[p_idx];
- }
- _FORCE_INLINE_ Ref<Texture> get_normal_frame(const StringName &p_anim, int p_idx) const {
- const Map<StringName, Anim>::Element *E = animations.find(p_anim);
- ERR_FAIL_COND_V(!E, Ref<Texture>());
- ERR_FAIL_COND_V(p_idx < 0, Ref<Texture>());
- const Map<StringName, Anim>::Element *EN = animations.find(E->get().normal_name);
- if (!EN || p_idx >= EN->get().frames.size())
- return Ref<Texture>();
- return EN->get().frames[p_idx];
- }
- void set_frame(const StringName &p_anim, int p_idx, const Ref<Texture> &p_frame) {
- Map<StringName, Anim>::Element *E = animations.find(p_anim);
- ERR_FAIL_COND(!E);
- ERR_FAIL_COND(p_idx < 0);
- if (p_idx >= E->get().frames.size())
- return;
- E->get().frames.write[p_idx] = p_frame;
- }
- void remove_frame(const StringName &p_anim, int p_idx);
- void clear(const StringName &p_anim);
- void clear_all();
- SpriteFrames();
- };
- class AnimatedSprite : public Node2D {
- GDCLASS(AnimatedSprite, Node2D);
- Ref<SpriteFrames> frames;
- bool playing;
- StringName animation;
- int frame;
- float speed_scale;
- bool centered;
- Point2 offset;
- bool is_over;
- float timeout;
- bool hflip;
- bool vflip;
- void _res_changed();
- float _get_frame_duration();
- void _reset_timeout();
- void _set_playing(bool p_playing);
- bool _is_playing() const;
- Rect2 _get_rect() const;
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &property) const;
- public:
- virtual Dictionary _edit_get_state() const;
- virtual void _edit_set_state(const Dictionary &p_state);
- virtual void _edit_set_pivot(const Point2 &p_pivot);
- virtual Point2 _edit_get_pivot() const;
- virtual bool _edit_use_pivot() const;
- virtual Rect2 _edit_get_rect() const;
- virtual bool _edit_use_rect() const;
- virtual Rect2 get_anchorable_rect() const;
- void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
- Ref<SpriteFrames> get_sprite_frames() const;
- void play(const StringName &p_animation = StringName());
- void stop();
- bool is_playing() const;
- void set_animation(const StringName &p_animation);
- StringName get_animation() const;
- void set_frame(int p_frame);
- int get_frame() const;
- void set_speed_scale(float p_speed_scale);
- float get_speed_scale() const;
- void set_centered(bool p_center);
- bool is_centered() const;
- void set_offset(const Point2 &p_offset);
- Point2 get_offset() const;
- void set_flip_h(bool p_flip);
- bool is_flipped_h() const;
- void set_flip_v(bool p_flip);
- bool is_flipped_v() const;
- void set_modulate(const Color &p_color);
- Color get_modulate() const;
- virtual String get_configuration_warning() const;
- AnimatedSprite();
- };
- #endif // ANIMATED_SPRITE_H
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